class TFChunk1x extends Gib;

simulated function HitWall( Vector HitNormal, Actor Wall )
{
    local float Speed;

    Velocity = DampenFactor * ((Velocity dot HitNormal) * HitNormal*(-2.0) + Velocity);
    RandSpin(100000);
    Speed = VSize(Velocity);
    
	if( Speed > 150 )
    {
        if ( (Level.NetMode != NM_DedicatedServer) && (Level.DetailMode != DM_Low) && !Level.bDropDetail && (LifeSpan < 7.3) )
			PlaySound(HitSounds[Rand(2)]);
    }

    if( Speed < 20 ) 
    {
        bBounce = False;
        SetPhysics(PHYS_None);
    }
}

defaultproperties
{
     GibGroupClass=Class'XEffects.xBotGibGroup'
     TrailClass=Class'XEffects.BotSparks'
     HitSounds(0)=ProceduralSound'WeaponSounds.PGrenFloor1.P1GrenFloor1'
     HitSounds(1)=ProceduralSound'WeaponSounds.PGrenFloor1.P1GrenFloor1'
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'XEffects.GibBotForearm'
     DrawScale=0.900000
     Skins(0)=Texture'XEffects.GibBot'
     CollisionRadius=5.000000
     CollisionHeight=2.500000
}
